Kagekikasuru Sumeragi guruupu no shisaku ni taikou suru tame, kaigai no toaru jinken dantai no menbaa ga chuukaku tonari soshikisareta reshistansu guruupu.
A resistance group organized by some overseas human rights organizations at its core so as to resist Sumeragi’s radicalizing policies.
能力者の自由を掲げ、皇神に対しゲリラ戦や、皇神に囚われた第七波動能力者の救出などを繰り返している。
Nouryokusha no jiyuu wo kakage, Sumeragi ni taishi gerira sen ya, Sumeragi ni torawareta dai nana hadou nouryokusha no kyushuu nado kurikaeshiteiru.
They carry out guerilla battles against Sumeragi and rescue of 7th Wave Psychics imprisoned by Sumeragi for the freedom of the Psychics.
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FILE No.000666 CATEGORY:γ
SUMERAGI GROUP
電力会社を中心とした巨大複合企業体。国内のエネルギー供給を一手に担う他、
Denryoku gaisha wo chuushin toshita kyodai fukugou kigyoutai. Kokunai no enerugii kyoukyuu wo itte ni ninau hoka,
A gigantic conglomerate with a power company as its core. Apart from the nationwide energy supply…
通信報道機関から宇宙開発、軍事産業までも手がける超巨大企業であり、政界に対しても
Tsuushin houdou kikan kara uchuu kaihatsu, gunji sangyou made mo te ga keru chou kyodai kigyou de ari, seikai ni taishite mo…
They also are a super-gigantic corporation that gets involved in communications news agencies, space development and the military industry as well. When it comes to politics…
多大なる影響力を有していることから、この国の実質的な支配者とさえ言われている。
Tadainaru eikyouryoku wo yuushite iru koto kara, kono kuni no jisshitsu tekina shihaisha to sae iwareteiru.
They own gigantic influence ability and they are called the country’s substantive rulers.
Enerugii kenkyuu no katei de ichi hayaku dai nana hadou ni me wo tsuketa kigyou de ari, dai nana hadou ni kansuru gijutsu wa sekai no naka de mottomo susundeiru.
They were the ones who set their eyes faster on the 7th Wave during the process of energy research, and they have the most advanced 7th Wave – related tech in the whole world.
現在、第七波動を制御する技術は皇神グループのみが有している。
Genzai, dai nana hadou wo seigyo suru gijutsu wa Sumeragi guruupu nomi ga yuushiteiru.
Currently, only the Sumeragi Group owns tech to control the 7th Wave.
GV no mouhatsu ni soubi sareteiru 『teeru puragu』 wo koubu konekuta ni renketsushi, kyouryoku na dai nana hadou wo dairekuto ni houshutsu suru koto mo kanou.
By linking the “tail plug” that GV’s hair has equipped on it, it’s capable of directly releasing a powerful 7th Wave.
Shiden’s swords:
「天叢雲(アメノムラクモ)」
“Ame no murakumo”
(One of the 3 mythological Godly Weapons, taken by hero Susanoo from the Yamato no Orochi tail --- eventually renamed “Kunasagi no tsurugi”)
“Heaven Plexus Clouds”
「黒豹(クロヒョウ)」
“Kuro hyou” (maybe it represents a guardian beast/animal)
“Black Panther”
「八咫烏(ヤタガラス)」
“Yatagarasu” (Mythological crow; guide between Kunamoto Country and Yamato Country)
“Eight Foot Bird”
Seven Swords: their blades’ names
All names are based off historical / mythological Japanese blades
Pantera:
「小烏丸(コガラスマル)」
“Kogarasumaru” (Blade owned by the Japanese Imperial Family)
“Little Crow”
Carrera:
「岩融(イワトオシ)」
“Iwatooshi” (Naguinata blade said to have been owned by Musashibou Genkei, a 13th century monk-soldier)
“Rock-Thaw”
Jota:
「小龍景光(コリュウカゲミツ)」
“Koryuu kagemitsu” (Alternate spelling for an Okayama Prefecture blade; Karakuma Period [1185-1333 AD] blade; National Treasure )
“Small-dragon Fluorescence”
Merak:
「不動国行(フドウクニユキ)」
“Fudou kuniyuki” (Sword said to have been made in the 18th century)
“Unmoving country-line”
Stratos:
「蜥蜴丸(トカゲマル)」
“Tokagemaru” (Aichi Prefecture myth – Demon Blade that brings unhappiness to those who witness it)
“Lizard Circle”
Elise:
「布都御魂(フツノミタマ)」
“Futsunomitama” (Mythological blade --- said to have been granted to the very first Japanese emperor)
“Cloth-city’s Soul”
Daytona:
「火之迦具土(ヒノカグツチ)」
“Hinokagutsuchi” (Alternate spelling of “Kagutsuchi”, the Japanese Fire God)
We interview Mr. Aizu of Inti Creates, who announced two big titles, “Luminous Avenger iX” and “Bloodstained”! There’s also talk about “Gunvolt 3”? “BitSummit Vol. 6”
2018年5月12日から13日にかけて京都市勧業館・みやこめっせにて開催された「BitSummit Vol.6」。Game*Sparkでは、『白き鋼鉄のX(イクス)』、『Bloodstained: Curse of the Moon』の発表を行ったインティ・クリエイツ社長・會津卓也氏にインタビューを実施しました。
The “BitSummit Vol. 6” held from May 12th to May 13th, 2018, in Kyoto’s Industry Pavillion “Miyakomesse”. Game*Spark carried out an interview with Mr. Aizu Takuya, President of Inti Creates, that announced “Gunvolt Chronicles: Luminous Avenger iX” and “Bloodstained: Curse of the Moon”
[聞き手:Daisuke Sato]
“Interviewer: Daisuke Sato”
―今回、BitSummitで2作品の発表を行った理由を教えてください
“Please tell me why you decided to announce 2 games in the BitSummit”
會津:そもそも『蒼き雷霆 ガンヴォルト』は2014年のBitSummitで発表した作品なんですよ。さらにその続編も中間発表にはなるんですが、BitSummitで行っていて、『ガンヴォルト』シリーズは、ここで発表するケースが多かったんです。今回の『白き鋼鉄のX(イクス)』もBitSummitで発表しようと最初から決めていたんですが、ちょうど5月24日が『Bloodstained: Curse of the Moon』の発売日になりそうだということになった時に、もうスポンサードもしているし一緒に発表しようと後で決めたので、2タイトル同時の発表になってしまいました。同時発表で、発売日と価格も含めて発表してしまうと内容としてはオーバースペックになってしまうので、『ガンヴォルト』シリーズは開発開始という形で発表させていただきました。
Aizu: For starters, “Azure Striker Gunvolt” was a game we announced at the 2014 BitSummit. Its sequel had a mid-term announcement, but was also done here too. We’ve often announced “Gunvolt” series games in this fair.
We’d also decided from the start to announce this “Luminous Avenger iX” here as well. But since May 24th would be the release of “Bloodstained: Curse of the Moon”… Since we’re sponsoring it, we could announce it as well. So we ended up announcing both titles. If we announced the release dates and prices for both at the same time it’d been “over the spec” so the “Gunvolt” game has been announced as “development has begun”.
When did the “Luminous Avenger iX” development begin, and how much progress has been done insofar?
會津:今年に入ってから開発を開始しており、進捗度としては10%行っていないくらい…ディレクターには5%と言っておいてくれと言われています(笑)
Aizu: We began development at the beginning of this year, and as for progress… We’ve done about 10%... Although the Director told me to say 5% instead (laughs)
The “iX” in the title picked me, though. Is it a reference to the “Megaman X” games?
會津:私はちょっとわからないんですが、ディレクターはかなり意識していると思います。
Aizu: I’m not entirely sure, but… I think the Director has it on mind, yes…
――開発規模は何人ぐらいで制作されているのでしょうか。
How many people are working on the game’s development?
會津:『ガンヴォルト』シリーズは、最初は6~7人ぐらいの少人数でキャラクターや世界観、ゲームのメインシステムになる部分を決めて、そこから人が追加されていって、最終的に40人程度の規模にはなっています。『イクス』は、まだ物量制作に入っていないので、コアなところを固めていこうというところですね。通常であれば物量制作に入って2~3ステージ出来てから発表するんですよ。コアな部分を練っている最中に発表するのは、インティ・クリエイツとしてはかなり異例なことです。
Aizu: The “Gunvolt” series games began with a small team of about 6-7 members working on the characters, world-building, deciding the aspects that would be the game’s main system. Then people began to join, and the finishing stages we had team of about 40 members.
In “iX” we haven’t begun mass development yet so we’re establishing the core aspects. Normally, we announced the games once mass development began and we had 2-3 stages ready. Announcing it as the core aspects are being polished is an exceptional case here in Inti Creates.
――体験版をプレイさせていただいたんですが、10%とは思えない完成度でした。
I have played the demo, but it was so complete, hard to believe that was but 10% completion.
會津:そもそも『蒼き雷霆 ガンヴォルト爪』の中に出ている「アキュラ」のシステムをかなり流用しています。最終的には今回の新シリーズとして遊びごたえのある進化を見せなければならない部分もありますし、そういったところは今後開発して作っていく形です。そこが開発陣としては大きいと思っているので、現段階の「アキュラを使って遊べます」という段階から、これから新シリーズの部分を作っていきますよという意志の現れで5%かなと思っています(笑)
Aizu: “For starters, we’re heavily recycling the system of “Copen” from “Azure Striker Gunvolt 2”. Eventually, there are some aspects which must show evolution to bring upon playability as part of this new series, and we’ll be developing and making those portions.
I think that shows how we developers consider it to be a very important thing, we’ll make the new series portion from the current stage of “Play with Copen” and thus that’s what makes the 5%... I guess (laughs)
――ー前作の製作期間はどれぐらいだったのでしょうか。
How much development time did the previous installment take?
會津:構想段階から言うともうちょっと長いですが、『蒼き雷霆 ガンヴォルト』は2年半~3年ぐらい、『蒼き雷霆 ガンヴォルト爪』大体2年ぐらいですね。発売期間は2年間に1本ぐらいですが、べったりと開発しているわけでもなく、間にSteam版の制作なども行っていました。今回は新シリーズということで、新しいシステムという事を考えると、通常よりは時間がかかるかもしれません。
Aizu: If we include the planning stage, it’d be a longer time, but “Azure Striker Gunvolt” took about 2.5 ~ 3 years. “Azure Striker Gunvolt 2” was about 2 years. In terms of releases, it was 1 game every 2 years but it’s not like we’re thickly developing. In the meanwhile we also developed a Steam version. Now we’re doing a new series so we’re thinking of new systems and thus it might take more time than the usual.
Aizu: The story is made in the very initial stages. It must be finished before the game is made, so it takes a year at the utmost, and about 6~8 months at the least. So I think that it takes all that time to fix it. I don’t know if this new title will follow the storyline of the original series, but since it’s a new series I think it’ll have different contents from those of the “Gunvolt” games.
“Gunvolt” has appeared as a guest character in other games but are there plans to have a special role in other titles in the future?
會津:日本のメーカーさんはあまり『ガンヴォルト』に興味が無いんですが、インディー系のソフトハウスさんやデベロッパーさんはそういったオファーをしてくださってますね(笑)。ただ、最初のメールは来るものの、2通目以降は返信がないところはどうしようもないんですが、継続的にお話が続くところであれば、基本的にオファーを断るということはしていません。
Aizu: Most Japanese game makers don’t have much interest in “Gunvolt”, but indies like “software houses” and developers of that kind do come to us with offers (laughs).
But despite that a first email comes, replies cease from the 2nd email onwards so it’s not like we can do much about it. But if the talks were ongoing then we basically don’t turn down any offers.
――2Dの横スクロールアクションに関して、国内と海外の温度差はあると感じていますか?
When it comes to 2D side-scroll action games, do you think there’s a difference on appreciation between Japan and the rest of the world?
會津:そんなことはないと思います。シューティングゲームに比べたらニッチではないと思うんですが、好きな方はとことん好きで、そうでもない方は難しいよね、というのがサイドビューのスクロールのアクションなのかなと思っています。全体のゲーマー人口に占める2Dアクション好きの割合は国内も海外もそこまで変わらないと思うんですが、海外の方がゲーム人口が多いので、そういった意味では国内よりも海外の方が売れている数が多くなっています。
Aizu: I don’t think that’s the case. I don’t think they’re as niche as shooting games but, those who like them thoroughly like them, but it’s hard for people who don’t like them. I think that’s how side-view scroll action games are like.
Lovers of 2D action within the gamer community are more or less the same portions both in Japan and overseas, or so I think. But there’s way more gamers overseas so that means that they sell more than they do in Japan.
――国内に限ってですが、3Dのゲームから入ったような若い世代、特に子供達への手応えはどうでしょうか。
In Japan, is there a resistance to those from youngsters who come from 3D games and children?
會津:3DSになってからは減りましたが、弊社はDSぐらいまでバンダイナムコさんと一緒に受託という形で、『クレヨンしんちゃん』といったサイドビューのアクションを発売していました。毎年10万本ぐらいは売れていましたが、全く遊んだことがないという状況がないとは思っています。そういった意味では任天堂ハードに限っては新規のユーザーは育成されているかなと思います。
Aizu: It’s decreased since the 3DS came out, but our company, until the NDS age, was entrusted along with Bandai Namco to sell a side-view action game, “Crayon Shin-chan”. It sold about 100,000 copies each year, but I don’t think that there’s that many who never played it. In my opinion, that means that new users grow with Nintendo hardware.
ハードウェア自体の売れ行きがスマートフォンに負けてきてしまっているという中では、スマートフォンでしか遊んだことがない層に対しては、アクションゲームはおろか、十字キーやボタンを触ったことがない層が増えていくので、そうなった時はなかなか厳しいかなとは思っています。
Aizu: The sales of the hardware are losing to the smartphones yet, for those who’ve only played with smartphones, there’s an increase that apart from action games, they’ve never touched a cross-pad and buttons so I think that they have it hard when they want to play these games.
Currently, the generations past elementary to junior high still a bit of members who’ve played such games, but the buyers of our games are mostly past their mid-20s. That’s the statistic of 2-3 generations ago, so maybe it’s taking foothold on those on their 30s…
『イクス』が『ガンヴォルト3』ではない理由は何なのでしょうか。
Why is it that the “iX” game is not “Gunvolt 3”?
會津:これを言うと怒られるかも知れませんが、『ガンヴォルト』シリーズのディレクターの津田がかなり『ガンヴォルト3』を難産しておりまして...。ファンの皆さんをずっと待たせておくというわけにはいきませんし、津田じゃない人間に本編シリーズを作らせるのも難しい部分があるので、スピンオフを1つ作るのもアリじゃないかなぁと思いました。それが全てではないんですが、表向きに言えるのはそういった理由からです。
Aizu: I might get scolded for saying this, but… The “Gunvolt” series director, Tsuda, is having a difficult time with “Gunvolt 3”… We couldn’t keep the fans waiting forever, and it was hard to have someone else make a game of the main series. So we thought that we could have a spin-off game instead. That’s not all there’s to it, but these are the main reasons I can publically announce.
――『イクス』は津田さんは開発に関わっているのでしょうか。
Is Tsuda-san involved in the development of “iX”?
會津:今回はオブザーバーという形で関わっていますが、だいぶ津田の色は抜けていますね。
Aizu: This time around he’ll be involved as an observer, but it mostly lacks his “color” to it.
“Azure Striker Gunvolt” is a series that began in the 3DS, but will this new installment also be released with Nintendo hardware as objective?
會津:そうですね。そのことについての最も大きな理由は、弊社の中では任天堂さんのゲームが好きなスタッフが多いということがあります。例えばスマートフォンのゲームを作ろうと思えば、どこにもライセンスを受けずに作って販売することはできますが、各社さんのライセンスを受けて各ハードで出すというのはそれなりにカロリーがかかることです。どのハードでも出すというのは当時は難しかったのですが、今は『ガンヴォルト』をたくさん遊んでいただいたおかげで、色々なハードで出せるようにはなりました。
Aizu: Yes, true. The biggest reason for this is that our company has many staff members who like Nintendo games. But if we wanted to make a smartphone game, we could make it and sell it without having to ask for licenses but getting licenses from different companies and releasing it in many platforms takes many calories. At the start it was hard to decide in which platform we’d release it but thanks to so many people playing the “Gunvolt” games we’ve been able to release them in several platforms.
But when you want to release it without using so much calories then you must limit yourself to a few candidates. It was a big company you can release in multi-platforms but since we’re a small company it’s hard for us to do a multi-platform release. When we began to limit the platforms for release, we had a lot of staff members who grew up with Nintendo hardware so we decided to limit it to Nintendo hardware.
At the time of “Azure Striker Gunvolt”, our company was subcontracted to make 3DS games so we had a lot of accumulated know-how, and there were many new staff that joined us seeing the games we released on the 3DS. And so we got many more people who liked the 3DS, and it became thicker (laughs)
There are also people who come because we’re a company making action games for the Switch and they want they make action games for the Switch. The makers are also humans, so they have their likes and so I think it’s natural for them to want to make games since they’ve played them.
――次に『Bloodstained: Curse of the Moon』についてですが、開発に携わるようになった経緯を教えてください。
Next, I’d like of you to tell us the timeline of how you got involved in the development of “Bloodstained: Curse of the Moon”
會津:まず、2015年に五十嵐孝司さんがされた、『Bloodstained: Ritual of the Night』のKickstarterキャンペーンの立ち上げから弊社は関わっていました。アートワークや開発を請け負うために一緒にKickstarterキャンペーンの立ち上げに協力しています。デベロッパーという立場ではありますが、アートワークを提供して、デベロップメントも最終的にKickstarterが始まったら始めました。Kickstarterキャンペーンのストレッチゴールの中で8bitゲームを作りましょうというものがあり、それが達成できたので8bitゲームを3DSやPS Vita含む携帯機向けとして制作することが決定しました。
Aizu: We were involved at the start when, in 2015, Igarashi Kouji-san began the Kickstarter campaign for “Bloodstained: Ritual of the Night”. To undertake the artwork and development we collaborated together in the establishment of the Kickstarter campaign. We do have the position of developers, but development and offering of artwork ultimately after the Kickstarter kicked off. One of the stretch goals of the campaign was to make an 8-bit game and that goal’s been achieved so it was decided to make an 8-bit game for the 3DS and PS Vita and other portable platforms.
それをメトロヴァニア的な探索系のゲームにしてしまうと本編とかぶりますしグラフィック違いの同じゲームを出しても仕方がありません。なので、8bitバージョンはステージクリア型にしようというのが決まってから、Kickstarterキャンペーンのストレッチゴールに設定しました。弊社は『Bloodstained: Ritual of the Night』を制作するためにずっと忙しくて作ってる余裕が全くなかったんですね。翌年の2016年、E3でアルファ版を発表し遊んでいただいたところ好評でした。ここで開発から手を引きましょうということで、別の会社さんに開発を引き継いで、弊社は8bit版を作ることに専念することになりました。構想自体はずっと練っていたということになります。
Aizu: If we made it an exploration-type game like Metroidvania it would overlap with the main game and it wouldn’t be smart to release the same game with different graphics. So when we decided for the 8-bit game to be a stage clear-type of game, we set it as a stretch goal in the Kickstarter campaign.
We were very busy to make “Bloodstained: Ritual of the Night” and we had no time to work on it. Two years ago, on the E3 2016 we announced the “Alpha” version and it got a good reception from those who played it. That’s when we decided to pull out of the development and had another company go on with the development. And so we focused on making the 8-bit game. The planning itself was already polished.
Igarashi-san does scenario and world-view supervision, and Inti Creates’ game designers are making it but, who is in charge of the project direction?
會津:今回ディレクターは『蒼き雷霆 ガンヴォルト』『蒼き雷霆 ガンヴォルト爪』でプランナーを担当していた宮澤が担当しておりまして、一部のファンの中では生放送で超絶プレイをする人間として有名だったりします。かなりアクションゲームの上手い弊社スタッフが初ディレクションということになりますね。弊社のほとんどの人間が『ガンヴォルト』シリーズを担当していた人間になってしまいます。
Aizu: The director of this game is Miyazawa, who was the planned for “Azure Striker Gunvolt” and “Azure Striker Gunvolt 2”. He’s famous amongst some of the fans for showing some incredible gameplay in the livestreams. A staff member of our company who’s very good at action games will do his first game direction job. Most of the company staff have worked in the “Gunvolt” games.
――『Bloodstained: Curse of the Moon』をプレイさせていただきましたが、非常に昔の『悪魔城ドラキュラ』という印象を受けました。これは意識はされていたのでしょうか。
I’ve played the “Bloodstained: Curse of the Moon” but I did get a very strong impression of the old “Demon Castle Dracula” games. This was taken in mind?
會津:意識というか、過去に稲船さんの作品を作っていますし、今回五十嵐さんのゲームを作っていますが、それぞれのゲームが好きなのはその人のゲームが好きな人達なわけです。ということは、お客さんに向けてゲームを作るというのはプロデュース的には必要となります。一番ファンの方に喜んでいただけるのはどんなビジュアルなんだろうとなった時に、ジャンプする高さも距離も固定型のジャンプアクション、そして、ダメージを受けたらヒットバックを受けて穴に落ちるゲームだろうと。五十嵐さんのファンに向けて相性の良いゲーム性ってなんだろうと考えた時に落ち着いたところが今回のゲームデザインでした。
Aizu: Taken in mind? We made Inafune-san’s games in the past and now we’re making a game of Igarashi-san but those who like each type of game are those who like games in general. So in terms of production, you need to make games aimed at the customers. You wonder what kind of things will make fans rejoice the most… The visuals? The jump height and distance? The fixed-typed jump action? Hit back when being damaged and falling into holes?
This game design’s was when we decided by thinking on a game nature that was compatible with Igarasahi-san’s fans.
ビジュアルは『Bloodstained: Ritual of the Night』の時に決まっていましたし、曲も『Bloodstained: Ritual of the Night』で作曲したものを8bitアレンジして、それに違和感がないように新曲を追加しています。世界観、曲、見た目に関しては既に固定してあって、ゲーム性だけ弊社で何ができるかという選択肢があった中で、五十嵐さんのファンに向けたものにし、キャラクターをどんどん切り替えて遊んでいくことができたり、ルート開拓ができるという仕様で完成したのが『Bloodstained: Cruse of the Moon』です。
The visuals were decided when we worked on “Bloodstained: Ritual of the Night” and the music was taken from the main game to be arranged into 8-bit versions. We also added new songs so that they didn’t feel out of places.
World-building, music and looks were already established and our company had the choice to work on the game’s nature so we made it aimed at Igarashi-san’s fans, making it able to change characters as you advance and opening new routes on the stages. The complete form of those is this “Bloodstained: Curse of the Moon”.
――今回の発表で期待を寄せるファンの皆さんへ一言お願いします。
I would like you to give some words to fans expectant from these announcements.
會津:まず『Bloodstained: Curse of the Moon』は、ディレクターは非常に面白いゲームを作ったと自負していますし、彼の自信作です。私もプレイしましたし、社内でもすごく評判の良い作品に仕上がっていますので、6機種9で販売するので、お持ちのハードに併せて是非購入してください。また、『白き鋼鉄のX(イクス)』は開発開始の発表となっていますので、今後どんどんだしていく続報を楽しみにお待ち下さい。
Aizu: The Director of “Bloodstained: Curse of the Moon” is very proud of having made a highly interesting game, it’s a game he has confidence in. I’ve also played it and ended being a game with a very good reputation within the company. It’ll sell in 6 platforms so please buy it for your platform. Also, “Luminous Avenger iX” has been announced as “development has begun” so please wait and look forward to the further news we’ll steadily announce.
――本日はありがとうございました。
Today (May 12th, 2018) a new Gunvolt game was announced by Inti Creates at the Bit Summit Vol. 6 held in Kyoto, Japan. This game will be for Nintendo Switch only (only digital release confirmed at this stage)
Titles are:
Japan: 白き鋼鉄のX(イクス)The Out of Gunvolt -> Shiroki koutetsu no X (ikusu) The Out of Gunvolt -> White Steel’s iX The Out of Gunvolt
International: Gunvolt Chronicles: Luminous Avenger iX
Official site:
(JPN): http://gunvolt.com/X/
(EN): http://gunvolt.com/en/X/
It appears to feature Acura / Copen as the main protagonist as well as his robot side-kick RoRo / Lola in a new adventure.
Takuya Aizu, Inti Creates President, stated during the Bit Summit presentation, that the game will be a Gunvolt series side-story.
Details are scarce at the moment, Mr. Takuya said that development’s just begun but there’ll soon be further news about the game.
A playable demo was available on the Bit Summit stage, here’s a gameplay review:
.There is no Strike Saw / Thousand Shredder available yet.
. A song plays when you get 1000 kudos, but the song’s title is unknown since there is no name display on-screen. There are retry markers
. The demo stage’s boss is someone controlling a tank, this boss gets out of the tank’s body as tank itself is damaged. That is when he can be damaged. After he’s damaged enough, he’ll go back inside of the tank. This process repeats until you defeat him.
. Insofar, it’d seem that the demo has no stage dialogue and barely has any voices either (apart from the unnamed new song).
. Also, players who completed the demo got a clear file (a printed poster) of the game as well.
Also, a Gunvolt Perfect works has also been announced: it will be released on June 22 (Friday) in Japan.Price is :3.800 Yen (+taxes).
Tldr…I’m in need of commissions since some prick decided to use our card so the bank and put us over big time. We are working on it, but its proving difficult. Money will go toward getting food and other needs.
If you can’t commission me, a reblog is just as appreciated! VERY
Ko-fi is a page that you can sign in to buy someone a coffee (3.00 USD) through Paypal as a means of contributing to financing a project or to express gratitude for someone’s work.
My Ko-fi page: http://ko-fi.com/sidier
If you want to help finance for future buyings of Azure Striker Gunvolt material (Dengeki Nintendo magazines with character profiles for now, but can be expanded to other materials in the future like the Soundtrack or Drama CDs or such) you can use this system.
機械仕掛けの儚夢 Clockwork Daydream
2. ミチルの声
2) Mytyl's voice
3. 戦いの終わり、ことの始まり
3) End of the battle, beginning of things
4. あやしげな魔法
4) Suspicious magic
5. 二人の時間
5) Their time
6. デート・アフター
6) Date After
7. 兄弟の再会
7) Brother and sister re-encounter
8. 顛末
8) Full account
Hi, it’s been forever since I updated the blog. Sorry, other stuff kept me busy.
The Gunvolt OVA DVD & Blu-Ray came out already and there’s also the OST and Morpho / Lumen songs of the OVA.
Go to: GV1 Op stage
Go to: GV2 Op stage
Go to: Clockwork daydream (Drama CD)
Images:
http://gunvolt.com/anime/
Gunvolt OVA OST
1) 闇を割る迸るは雷霆 (The thunderclap breaks the darkness and surges out)
2) 今は羽を休めて (Put your wings to rest)
3) 最期の冀望 -劇中版- (Last wish - Live Version -)
4) 暗がりの中求めるもの (That sought within the darkness)
5) 残影(おもかげ)の輪郭線(シルエット) (The outline [looks] of the border line [silhouette])
6) 追躡の果て (ワールエンド) -劇中版-(At the end of the chase [World End] - Live Version - )
7) 極限戦闘 (Extreme battle)
8) 昏き真実 (Dark truth)
9) 蒼空 ー劇中版 ー (Azure Skies - Live Version -)
10) 別離の決意 (Resolution to separate)
11) 佇む復讐鬼 (Lingering avenger)
12) 憩いのひととき (A moment of rest)
13) 刃向(たた)かう意志 (The will to defy [fight])
14) 真実≒現実 (リアリティ) -エンドロールサイズ版- (Truth ≒ Reality [Reality] - End Roll Size Version - )
OVA Morpho / Lumen Songs
1) 最期の冀望 (Last wish)
2) 追躡の果て (ワールエンド) (At the end of the chase [World End])
3) 蒼空 (Azure Skies)
4) 真実≒現実 (リアリティ) (Truth ≒ Reality [Reality])
5) 最期の冀望 -カラオケ版- (Last wish) - Karaoke Version -
6) 追躡の果て (ワールエンド) -カラオケ版- (At the end of the chase [World End]) - Karaoke Version -
7) 蒼空 -カラオケ版- (Azure Skies) - Karaoke Version -
8) 真実≒現実 (リアリティ) -カラオケ版- (Truth ≒ Reality [Reality]) - Karaoke Version -
Hi, it’s been a while! There was a Gunvolt Info Station livestream the other day and here are the main highlights:
New songs for Switch ver. Striker Pack:
空白書板(タブラ ラサ) [Blank Slate (Tabula Sala)]
[From OVA]: 追躡の果て(ワールドエンド) [At the end of the search (World End)]
OVA Blu-Ray to come out in autumn but there's the possibility of an OST to be included. Possibility of BR coming out on late September too. (Both unconfirmed)
Morpho / Lumen live in Japan, September 18 at 5 PM JST.
Next Gunvolt info station on August 30th
Next Dengeki Nintendo profile is Acura / Copen, with new concept art and info. Look forward to it!
When I was first watching DC movies, I understood surprisingly that some of them are not as good as the original series. Some of them are flat-out absurd, some have uninteresting motive and some of them have plot holes. Recently on DC Discord we did a podcast about movies and the only movie that got 10/10 for me were First and… 17th.
Why 17? Well, I have a lot to tell about it.
1) Full cast
This movie had Conan, Detective Boys, Shinichi (as voice), Ran, Sonoko, Kogoro, Heiji, Kazuha, Agasa, Haibara and Tokyo MPD, Osaka MPD, Kyoto MPD. That was impressive. Everybody got their own role, nobody was on the background, this movie seemed like a good puzzle, where every piece has its own place.
2) Team Work
I must say: I love team work! When everybody execute their own strength in order to achieve something together. Man, that was great. When Police shared their face-recognition software, when Heiji and Kazuha were in Osaka, searching for spy, when they met with Haibara and Agasa… No, seriously. Conan, on ship, takes a picture of the female staff member. Sends it to Agasa and Haibara. Then tells Heiji to investigate. Heiji stealthy takes the liquid from the body and gives it to Haibara to analyze. And when Heiji and Kazuha were caught at the camera at Osakan park, while Conan and the others watched the monitors to try to catch the spy. It’s hard to explain, but the fact that it happens simultaneously kinda makes me happy.
3) Nobody Noticed
MAJOR Japan problem was about to occur, global national-wide problem and nobody noticed a thing. Civilians, I mean. Usually when stuff happens in DC movies, it’s big stuff and it involves massive panic, avalanches and/or rolling… Ferris… wheels… *eye twitches*
In this movie nobody noticed a thing, and it was well-hidden. Even the helicopter was disguised as a training. Makes me wonder, how many national problems we faced without even noticing it.
4) Romance
Not a prominent part of the movie, but it had its moments. For example, Tropical Land flashback and the call from Ran to Shinichi. And Kazuha and Heiji moment, where he saves her from the bullet. Also little off-topic, but I like how Kazuha was involved.
And obviously last scene…
5) Ran’s fight and Yuki’s courage
Ran’s fight. Reminds me why I love this character so much. She only lost because the spy used a dirty tactic, but man, she fought great. Also Yuki. Oh, dear little Yuki. I loved how Ran and Conan behaved like adults towards him, comforting poor guy. Also I loved how he found courage to fight in his own way. Remember, he is 6.
6) Everything is connected
Mitsuhiko’s waterproof watch he gives to Ran at the beginning of the movie saves her in the end. Kogoro’s golden cards show her whereabouts. ‘I will always find you’ motive. Conan screaming her name made her lift her hand from the water, and that’s why Aegis was able to detect her.
7) Motive
The motive of this movie’s case was not petty ‘I killed her because she didn’t appreciate me’ or not petty but cliche ‘I killed all those people to avenge my beloved’. Oh no. This movie’s case was espionage, national security and betrayal. Also even the ‘murder’ happens accidentally, so this movie doesn’t even have a criminal (apart from the spy of course).
8) Feels
When Sonoko cried for Ran. When she shouted ‘who cares about the sunset, FIND HER’. When Detective Boys flat out cried, and Shinichi felt like he doesn’t deserve to be the detective. When MPD felt at loss and Sato tried to comfort Sonoko. When Conan stopped caring about ‘nee-chan’ at public and just gave the commands to them.
Feels were strong in this one. I must say, I cry in the end all the time.
9) All in all
All in all, it feels well-paced, doesn’t have plot holes, is really Japanese in all terms, shows the unity of the nation, uses all main cast, shows the power of team work, doesn’t have a petty murder motive, is clever, has an interesting case, heavy emotional, characters are not OOC, and all in all it seems extremely well done.